feat(core): 添加module.json和类型定义更新
This commit is contained in:
23
packages/core/module.json
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23
packages/core/module.json
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@@ -0,0 +1,23 @@
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{
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"id": "core",
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"name": "@esengine/ecs-framework",
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"displayName": "Core ECS",
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"outputPath": "dist/index.mjs",
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"description": "Core Entity-Component-System framework | 核心 ECS 框架",
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"version": "1.0.0",
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"category": "Core",
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"icon": "Box",
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"tags": ["ecs", "entity", "component", "system"],
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"isCore": true,
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"defaultEnabled": true,
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"isEngineModule": true,
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"canContainContent": false,
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"platforms": ["web", "desktop", "mobile"],
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"dependencies": [],
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"exports": {
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"components": ["Component", "Transform"],
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"systems": ["System"],
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"other": ["World", "Entity", "EntityManager", "SystemManager"]
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},
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"requiresWasm": false
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}
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@@ -30,10 +30,10 @@
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"clean": "rimraf bin dist tsconfig.tsbuildinfo",
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"clean": "rimraf bin dist tsconfig.tsbuildinfo",
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"build:ts": "tsc",
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"build:ts": "tsc",
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"prebuild": "npm run clean",
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"prebuild": "npm run clean",
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"build": "npm run build:ts",
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"build": "npm run build:ts && node build-rollup.cjs",
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"build:watch": "tsc --watch",
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"build:watch": "tsc --watch",
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"rebuild": "npm run clean && npm run build",
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"rebuild": "npm run clean && npm run build",
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"build:npm": "npm run build && node build-rollup.cjs",
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"build:npm": "npm run build",
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"test": "jest --config jest.config.cjs",
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"test": "jest --config jest.config.cjs",
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"test:watch": "jest --watch --config jest.config.cjs",
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"test:watch": "jest --watch --config jest.config.cjs",
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"test:performance": "jest --config jest.performance.config.cjs",
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"test:performance": "jest --config jest.performance.config.cjs",
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@@ -70,7 +70,7 @@ module.exports = [
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warn(warning);
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warn(warning);
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},
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},
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treeshake: {
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treeshake: {
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moduleSideEffects: false,
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moduleSideEffects: (id) => id.includes('reflect-metadata'),
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propertyReadSideEffects: false,
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propertyReadSideEffects: false,
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unknownGlobalSideEffects: false
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unknownGlobalSideEffects: false
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}
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}
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@@ -102,7 +102,7 @@ module.exports = [
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warn(warning);
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warn(warning);
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},
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},
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treeshake: {
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treeshake: {
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moduleSideEffects: false
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moduleSideEffects: (id) => id.includes('reflect-metadata')
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}
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}
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},
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},
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@@ -133,7 +133,7 @@ module.exports = [
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warn(warning);
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warn(warning);
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},
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},
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treeshake: {
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treeshake: {
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moduleSideEffects: false
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moduleSideEffects: (id) => id.includes('reflect-metadata')
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}
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}
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},
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},
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@@ -193,7 +193,7 @@ module.exports = [
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warn(warning);
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warn(warning);
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},
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},
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treeshake: {
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treeshake: {
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moduleSideEffects: false
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moduleSideEffects: (id) => id.includes('reflect-metadata')
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}
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}
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},
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},
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21
packages/ecs-engine-bindgen/module.json
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21
packages/ecs-engine-bindgen/module.json
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@@ -0,0 +1,21 @@
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{
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"id": "ecs-engine-bindgen",
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"name": "@esengine/ecs-engine-bindgen",
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"displayName": "Engine Bindgen",
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"description": "Bridge between ECS and Rust Engine | ECS 与 Rust 引擎之间的桥接层",
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"version": "0.1.0",
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"category": "Core",
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"icon": "Link",
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"tags": ["engine", "bindgen", "wasm", "rendering"],
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"isCore": true,
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"defaultEnabled": true,
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"isEngineModule": true,
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"canContainContent": false,
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"platforms": ["web", "desktop"],
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"dependencies": ["core", "math"],
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"exports": {
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"other": ["EngineBridge", "EngineRenderSystem", "CameraSystem"]
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},
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"requiresWasm": true,
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"outputPath": "dist/index.js"
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}
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@@ -43,6 +43,7 @@
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"@esengine/sprite": "workspace:*",
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"@esengine/sprite": "workspace:*",
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"@esengine/camera": "workspace:*",
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"@esengine/camera": "workspace:*",
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"@esengine/asset-system": "workspace:*",
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"@esengine/asset-system": "workspace:*",
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"@esengine/material-system": "workspace:*",
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"tsup": "^8.5.1",
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"tsup": "^8.5.1",
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"typescript": "^5.8.0",
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"typescript": "^5.8.0",
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"rimraf": "^5.0.0"
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"rimraf": "^5.0.0"
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@@ -58,6 +58,7 @@ export class EngineBridge implements IEngineBridge {
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private textureIdBuffer: Uint32Array;
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private textureIdBuffer: Uint32Array;
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private uvBuffer: Float32Array;
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private uvBuffer: Float32Array;
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private colorBuffer: Uint32Array;
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private colorBuffer: Uint32Array;
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private materialIdBuffer: Uint32Array;
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// Statistics | 统计信息
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// Statistics | 统计信息
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private stats: EngineStats = {
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private stats: EngineStats = {
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@@ -92,6 +93,7 @@ export class EngineBridge implements IEngineBridge {
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this.textureIdBuffer = new Uint32Array(maxSprites);
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this.textureIdBuffer = new Uint32Array(maxSprites);
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this.uvBuffer = new Float32Array(maxSprites * 4); // u0, v0, u1, v1
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this.uvBuffer = new Float32Array(maxSprites * 4); // u0, v0, u1, v1
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this.colorBuffer = new Uint32Array(maxSprites);
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this.colorBuffer = new Uint32Array(maxSprites);
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this.materialIdBuffer = new Uint32Array(maxSprites);
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}
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}
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/**
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/**
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@@ -235,6 +237,9 @@ export class EngineBridge implements IEngineBridge {
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// Color | 颜色
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// Color | 颜色
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this.colorBuffer[i] = sprite.color;
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this.colorBuffer[i] = sprite.color;
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// Material ID (0 = default) | 材质ID(0 = 默认)
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this.materialIdBuffer[i] = sprite.materialId ?? 0;
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}
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}
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// Submit to engine (single WASM call) | 提交到引擎(单次WASM调用)
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// Submit to engine (single WASM call) | 提交到引擎(单次WASM调用)
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@@ -242,7 +247,8 @@ export class EngineBridge implements IEngineBridge {
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this.transformBuffer.subarray(0, count * 7),
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this.transformBuffer.subarray(0, count * 7),
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this.textureIdBuffer.subarray(0, count),
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this.textureIdBuffer.subarray(0, count),
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this.uvBuffer.subarray(0, count * 4),
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this.uvBuffer.subarray(0, count * 4),
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this.colorBuffer.subarray(0, count)
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this.colorBuffer.subarray(0, count),
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this.materialIdBuffer.subarray(0, count)
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);
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);
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this.stats.spriteCount = count;
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this.stats.spriteCount = count;
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@@ -74,10 +74,14 @@ export class RenderBatcher {
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* @returns Sorted array of sprites | 排序后的精灵数组
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* @returns Sorted array of sprites | 排序后的精灵数组
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*/
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*/
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getSprites(): SpriteRenderData[] {
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getSprites(): SpriteRenderData[] {
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// Sort by texture ID for better batching (fewer texture switches)
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// Sort by material ID first, then texture ID for better batching
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// 按纹理ID排序以获得更好的批处理效果(减少纹理切换)
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// 先按材质ID排序,再按纹理ID排序以获得更好的批处理效果
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if (!this.sortByZ) {
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if (!this.sortByZ) {
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this.sprites.sort((a, b) => a.textureId - b.textureId);
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this.sprites.sort((a, b) => {
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const materialDiff = (a.materialId || 0) - (b.materialId || 0);
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if (materialDiff !== 0) return materialDiff;
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return a.textureId - b.textureId;
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});
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}
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}
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return this.sprites;
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return this.sprites;
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}
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}
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@@ -7,6 +7,7 @@ import { Entity, Component } from '@esengine/ecs-framework';
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import type { EngineBridge } from './EngineBridge';
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import type { EngineBridge } from './EngineBridge';
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import { RenderBatcher } from './RenderBatcher';
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import { RenderBatcher } from './RenderBatcher';
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import { SpriteComponent } from '@esengine/sprite';
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import { SpriteComponent } from '@esengine/sprite';
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import { getMaterialManager } from '@esengine/material-system';
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import type { SpriteRenderData } from '../types';
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import type { SpriteRenderData } from '../types';
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/**
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/**
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@@ -108,6 +109,14 @@ export class SpriteRenderHelper {
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// Convert hex color string to packed RGBA
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// Convert hex color string to packed RGBA
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const color = this.hexToPackedColor(sprite.color, sprite.alpha);
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const color = this.hexToPackedColor(sprite.color, sprite.alpha);
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// Get material ID from path (0 = default if not found or no path specified)
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const materialId = sprite.material
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? getMaterialManager().getMaterialIdByPath(sprite.material)
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: 0;
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// Collect material overrides if any
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const hasOverrides = sprite.hasOverrides();
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const renderData: SpriteRenderData = {
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const renderData: SpriteRenderData = {
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x: transform.position.x,
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x: transform.position.x,
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y: transform.position.y,
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y: transform.position.y,
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@@ -118,7 +127,10 @@ export class SpriteRenderHelper {
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originY: sprite.originY,
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originY: sprite.originY,
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textureId: sprite.textureId,
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textureId: sprite.textureId,
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uv,
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uv,
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color
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color,
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materialId,
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// Only include overrides if there are any
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...(hasOverrides ? { materialOverrides: sprite.materialOverrides } : {})
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};
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};
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this.batcher.addSprite(renderData);
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this.batcher.addSprite(renderData);
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@@ -5,8 +5,10 @@
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import { EntitySystem, Matcher, Entity, ComponentType, ECSSystem, Component, Core } from '@esengine/ecs-framework';
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import { EntitySystem, Matcher, Entity, ComponentType, ECSSystem, Component, Core } from '@esengine/ecs-framework';
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import { TransformComponent } from '@esengine/engine-core';
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import { TransformComponent } from '@esengine/engine-core';
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import { Color } from '@esengine/ecs-framework-math';
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import { SpriteComponent } from '@esengine/sprite';
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import { SpriteComponent } from '@esengine/sprite';
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import { CameraComponent } from '@esengine/camera';
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import { CameraComponent } from '@esengine/camera';
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import { getMaterialManager } from '@esengine/material-system';
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import type { EngineBridge } from '../core/EngineBridge';
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import type { EngineBridge } from '../core/EngineBridge';
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import { RenderBatcher } from '../core/RenderBatcher';
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import { RenderBatcher } from '../core/RenderBatcher';
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import type { SpriteRenderData } from '../types';
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import type { SpriteRenderData } from '../types';
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@@ -279,7 +281,7 @@ export class EngineRenderSystem extends EntitySystem {
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: (typeof transform.rotation === 'number' ? transform.rotation : transform.rotation.z);
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: (typeof transform.rotation === 'number' ? transform.rotation : transform.rotation.z);
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// Convert hex color string to packed RGBA | 将十六进制颜色字符串转换为打包的RGBA
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// Convert hex color string to packed RGBA | 将十六进制颜色字符串转换为打包的RGBA
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const color = this.hexToPackedColor(sprite.color, sprite.alpha);
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const color = Color.packHexAlpha(sprite.color, sprite.alpha);
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// Get texture ID from sprite component
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// Get texture ID from sprite component
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// 从精灵组件获取纹理ID
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// 从精灵组件获取纹理ID
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@@ -290,6 +292,16 @@ export class EngineRenderSystem extends EntitySystem {
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textureId = this.bridge.getOrLoadTextureByPath(sprite.texture);
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textureId = this.bridge.getOrLoadTextureByPath(sprite.texture);
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}
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}
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// Get material ID from path (0 = default if not found or no path specified)
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// 从路径获取材质 ID(0 = 默认,如果未找到或未指定路径)
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const materialId = sprite.material
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? getMaterialManager().getMaterialIdByPath(sprite.material)
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: 0;
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// Collect material overrides if any
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// 收集材质覆盖(如果有)
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const hasOverrides = sprite.hasOverrides();
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// Pass actual display dimensions (sprite size * world transform scale)
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// Pass actual display dimensions (sprite size * world transform scale)
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// 传递实际显示尺寸(sprite尺寸 * 世界变换缩放)
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// 传递实际显示尺寸(sprite尺寸 * 世界变换缩放)
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const renderData: SpriteRenderData = {
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const renderData: SpriteRenderData = {
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@@ -302,7 +314,11 @@ export class EngineRenderSystem extends EntitySystem {
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originY: sprite.anchorY,
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originY: sprite.anchorY,
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textureId,
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textureId,
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uv,
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uv,
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color
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color,
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materialId,
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// Only include overrides if there are any
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// 仅在有覆盖时包含
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...(hasOverrides ? { materialOverrides: sprite.materialOverrides } : {})
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};
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};
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renderItems.push({ sortingOrder: sprite.sortingOrder, sprites: [renderData] });
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renderItems.push({ sortingOrder: sprite.sortingOrder, sprites: [renderData] });
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@@ -1054,32 +1070,6 @@ export class EngineRenderSystem extends EntitySystem {
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return this.transformMode;
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return this.transformMode;
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}
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}
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/**
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* Convert hex color string to packed RGBA.
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* 将十六进制颜色字符串转换为打包的RGBA。
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*/
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private hexToPackedColor(hex: string, alpha: number): number {
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let r = 255, g = 255, b = 255;
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if (typeof hex === 'string' && hex.startsWith('#')) {
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const hexValue = hex.slice(1);
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if (hexValue.length === 3) {
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r = parseInt(hexValue[0] + hexValue[0], 16);
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g = parseInt(hexValue[1] + hexValue[1], 16);
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b = parseInt(hexValue[2] + hexValue[2], 16);
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} else if (hexValue.length === 6) {
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r = parseInt(hexValue.slice(0, 2), 16);
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g = parseInt(hexValue.slice(2, 4), 16);
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b = parseInt(hexValue.slice(4, 6), 16);
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}
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}
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const a = Math.round(alpha * 255);
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// Pack as 0xAABBGGRR for WebGL
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return ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((g & 0xFF) << 8) | (r & 0xFF);
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}
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/**
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/**
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* Register a render data provider.
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* Register a render data provider.
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* 注册渲染数据提供者。
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* 注册渲染数据提供者。
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@@ -3,6 +3,23 @@
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* 引擎桥接层的类型定义。
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* 引擎桥接层的类型定义。
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*/
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*/
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/**
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* Material property override for rendering.
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* 用于渲染的材质属性覆盖。
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*/
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export interface MaterialPropertyOverride {
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/** Uniform type. | Uniform 类型。 */
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type: 'float' | 'vec2' | 'vec3' | 'vec4' | 'color' | 'int';
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/** Uniform value. | Uniform 值。 */
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value: number | number[];
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}
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/**
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* Material overrides map.
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* 材质覆盖映射。
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*/
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export type MaterialOverrides = Record<string, MaterialPropertyOverride>;
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/**
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/**
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* Sprite render data for batch submission.
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* Sprite render data for batch submission.
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* 用于批量提交的精灵渲染数据。
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* 用于批量提交的精灵渲染数据。
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@@ -28,6 +45,13 @@ export interface SpriteRenderData {
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uv: [number, number, number, number];
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uv: [number, number, number, number];
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/** Packed RGBA color. | 打包的RGBA颜色。 */
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/** Packed RGBA color. | 打包的RGBA颜色。 */
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||||||
color: number;
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color: number;
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||||||
|
/** Material ID (0 = default material). | 材质ID(0 = 默认材质)。 */
|
||||||
|
materialId?: number;
|
||||||
|
/**
|
||||||
|
* Material property overrides (instance level).
|
||||||
|
* 材质属性覆盖(实例级别)。
|
||||||
|
*/
|
||||||
|
materialOverrides?: MaterialOverrides;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|||||||
107
packages/ecs-engine-bindgen/src/wasm/es_engine.d.ts
vendored
107
packages/ecs-engine-bindgen/src/wasm/es_engine.d.ts
vendored
@@ -23,6 +23,11 @@ export class GameEngine {
|
|||||||
* Array of [x, y, zoom, rotation] | 数组 [x, y, zoom, rotation]
|
* Array of [x, y, zoom, rotation] | 数组 [x, y, zoom, rotation]
|
||||||
*/
|
*/
|
||||||
getCamera(): Float32Array;
|
getCamera(): Float32Array;
|
||||||
|
/**
|
||||||
|
* Check if a shader exists.
|
||||||
|
* 检查着色器是否存在。
|
||||||
|
*/
|
||||||
|
hasShader(shader_id: number): boolean;
|
||||||
/**
|
/**
|
||||||
* Set camera position, zoom, and rotation.
|
* Set camera position, zoom, and rotation.
|
||||||
* 设置相机位置、缩放和旋转。
|
* 设置相机位置、缩放和旋转。
|
||||||
@@ -42,6 +47,11 @@ export class GameEngine {
|
|||||||
* * `key_code` - The key code to check | 要检查的键码
|
* * `key_code` - The key code to check | 要检查的键码
|
||||||
*/
|
*/
|
||||||
isKeyDown(key_code: string): boolean;
|
isKeyDown(key_code: string): boolean;
|
||||||
|
/**
|
||||||
|
* Check if a material exists.
|
||||||
|
* 检查材质是否存在。
|
||||||
|
*/
|
||||||
|
hasMaterial(material_id: number): boolean;
|
||||||
/**
|
/**
|
||||||
* Load a texture from URL.
|
* Load a texture from URL.
|
||||||
* 从URL加载纹理。
|
* 从URL加载纹理。
|
||||||
@@ -64,6 +74,11 @@ export class GameEngine {
|
|||||||
* 适用于微信小游戏等环境。
|
* 适用于微信小游戏等环境。
|
||||||
*/
|
*/
|
||||||
static fromExternal(gl_context: any, width: number, height: number): GameEngine;
|
static fromExternal(gl_context: any, width: number, height: number): GameEngine;
|
||||||
|
/**
|
||||||
|
* Remove a shader.
|
||||||
|
* 移除着色器。
|
||||||
|
*/
|
||||||
|
removeShader(shader_id: number): boolean;
|
||||||
/**
|
/**
|
||||||
* Set grid visibility.
|
* Set grid visibility.
|
||||||
* 设置网格可见性。
|
* 设置网格可见性。
|
||||||
@@ -90,6 +105,18 @@ export class GameEngine {
|
|||||||
* * `show_handles` - Whether to show transform handles | 是否显示变换手柄
|
* * `show_handles` - Whether to show transform handles | 是否显示变换手柄
|
||||||
*/
|
*/
|
||||||
addGizmoRect(x: number, y: number, width: number, height: number, rotation: number, origin_x: number, origin_y: number, r: number, g: number, b: number, a: number, show_handles: boolean): void;
|
addGizmoRect(x: number, y: number, width: number, height: number, rotation: number, origin_x: number, origin_y: number, r: number, g: number, b: number, a: number, show_handles: boolean): void;
|
||||||
|
/**
|
||||||
|
* Compile and register a custom shader.
|
||||||
|
* 编译并注册自定义着色器。
|
||||||
|
*
|
||||||
|
* # Arguments | 参数
|
||||||
|
* * `vertex_source` - Vertex shader GLSL source | 顶点着色器GLSL源代码
|
||||||
|
* * `fragment_source` - Fragment shader GLSL source | 片段着色器GLSL源代码
|
||||||
|
*
|
||||||
|
* # Returns | 返回
|
||||||
|
* The shader ID for referencing this shader | 用于引用此着色器的ID
|
||||||
|
*/
|
||||||
|
compileShader(vertex_source: string, fragment_source: string): number;
|
||||||
/**
|
/**
|
||||||
* Render sprites as overlay (without clearing screen).
|
* Render sprites as overlay (without clearing screen).
|
||||||
* 渲染精灵作为叠加层(不清除屏幕)。
|
* 渲染精灵作为叠加层(不清除屏幕)。
|
||||||
@@ -98,6 +125,24 @@ export class GameEngine {
|
|||||||
* 用于在世界内容上渲染 UI。
|
* 用于在世界内容上渲染 UI。
|
||||||
*/
|
*/
|
||||||
renderOverlay(): void;
|
renderOverlay(): void;
|
||||||
|
/**
|
||||||
|
* Create and register a new material.
|
||||||
|
* 创建并注册新材质。
|
||||||
|
*
|
||||||
|
* # Arguments | 参数
|
||||||
|
* * `name` - Material name for debugging | 材质名称(用于调试)
|
||||||
|
* * `shader_id` - Shader ID to use | 使用的着色器ID
|
||||||
|
* * `blend_mode` - Blend mode: 0=None, 1=Alpha, 2=Additive, 3=Multiply, 4=Screen, 5=PremultipliedAlpha
|
||||||
|
*
|
||||||
|
* # Returns | 返回
|
||||||
|
* The material ID for referencing this material | 用于引用此材质的ID
|
||||||
|
*/
|
||||||
|
createMaterial(name: string, shader_id: number, blend_mode: number): number;
|
||||||
|
/**
|
||||||
|
* Remove a material.
|
||||||
|
* 移除材质。
|
||||||
|
*/
|
||||||
|
removeMaterial(material_id: number): boolean;
|
||||||
/**
|
/**
|
||||||
* Resize a specific viewport.
|
* Resize a specific viewport.
|
||||||
* 调整特定视口大小。
|
* 调整特定视口大小。
|
||||||
@@ -140,11 +185,36 @@ export class GameEngine {
|
|||||||
* * `canvas_id` - HTML canvas element ID | HTML canvas元素ID
|
* * `canvas_id` - HTML canvas element ID | HTML canvas元素ID
|
||||||
*/
|
*/
|
||||||
registerViewport(id: string, canvas_id: string): void;
|
registerViewport(id: string, canvas_id: string): void;
|
||||||
|
/**
|
||||||
|
* Set a material's vec2 uniform.
|
||||||
|
* 设置材质的vec2 uniform。
|
||||||
|
*/
|
||||||
|
setMaterialVec2(material_id: number, name: string, x: number, y: number): boolean;
|
||||||
|
/**
|
||||||
|
* Set a material's vec3 uniform.
|
||||||
|
* 设置材质的vec3 uniform。
|
||||||
|
*/
|
||||||
|
setMaterialVec3(material_id: number, name: string, x: number, y: number, z: number): boolean;
|
||||||
|
/**
|
||||||
|
* Set a material's vec4 uniform (also used for colors).
|
||||||
|
* 设置材质的vec4 uniform(也用于颜色)。
|
||||||
|
*/
|
||||||
|
setMaterialVec4(material_id: number, name: string, x: number, y: number, z: number, w: number): boolean;
|
||||||
/**
|
/**
|
||||||
* Render to a specific viewport.
|
* Render to a specific viewport.
|
||||||
* 渲染到特定视口。
|
* 渲染到特定视口。
|
||||||
*/
|
*/
|
||||||
renderToViewport(viewport_id: string): void;
|
renderToViewport(viewport_id: string): void;
|
||||||
|
/**
|
||||||
|
* Set a material's color uniform (RGBA, 0.0-1.0).
|
||||||
|
* 设置材质的颜色uniform(RGBA,0.0-1.0)。
|
||||||
|
*/
|
||||||
|
setMaterialColor(material_id: number, name: string, r: number, g: number, b: number, a: number): boolean;
|
||||||
|
/**
|
||||||
|
* Set a material's float uniform.
|
||||||
|
* 设置材质的浮点uniform。
|
||||||
|
*/
|
||||||
|
setMaterialFloat(material_id: number, name: string, value: number): boolean;
|
||||||
/**
|
/**
|
||||||
* Set transform tool mode.
|
* Set transform tool mode.
|
||||||
* 设置变换工具模式。
|
* 设置变换工具模式。
|
||||||
@@ -191,8 +261,9 @@ export class GameEngine {
|
|||||||
* * `texture_ids` - Uint32Array of texture IDs | 纹理ID数组
|
* * `texture_ids` - Uint32Array of texture IDs | 纹理ID数组
|
||||||
* * `uvs` - Float32Array [u0, v0, u1, v1] per sprite | 每个精灵的UV坐标
|
* * `uvs` - Float32Array [u0, v0, u1, v1] per sprite | 每个精灵的UV坐标
|
||||||
* * `colors` - Uint32Array of packed RGBA colors | 打包的RGBA颜色数组
|
* * `colors` - Uint32Array of packed RGBA colors | 打包的RGBA颜色数组
|
||||||
|
* * `material_ids` - Uint32Array of material IDs (0 = default) | 材质ID数组(0 = 默认)
|
||||||
*/
|
*/
|
||||||
submitSpriteBatch(transforms: Float32Array, texture_ids: Uint32Array, uvs: Float32Array, colors: Uint32Array): void;
|
submitSpriteBatch(transforms: Float32Array, texture_ids: Uint32Array, uvs: Float32Array, colors: Uint32Array, material_ids: Uint32Array): void;
|
||||||
/**
|
/**
|
||||||
* Unregister a viewport.
|
* Unregister a viewport.
|
||||||
* 注销视口。
|
* 注销视口。
|
||||||
@@ -206,6 +277,11 @@ export class GameEngine {
|
|||||||
* * `path` - Image path/URL to load | 要加载的图片路径/URL
|
* * `path` - Image path/URL to load | 要加载的图片路径/URL
|
||||||
*/
|
*/
|
||||||
loadTextureByPath(path: string): number;
|
loadTextureByPath(path: string): number;
|
||||||
|
/**
|
||||||
|
* Compile a shader with a specific ID.
|
||||||
|
* 使用特定ID编译着色器。
|
||||||
|
*/
|
||||||
|
compileShaderWithId(shader_id: number, vertex_source: string, fragment_source: string): void;
|
||||||
/**
|
/**
|
||||||
* Get texture ID by path.
|
* Get texture ID by path.
|
||||||
* 按路径获取纹理ID。
|
* 按路径获取纹理ID。
|
||||||
@@ -214,6 +290,19 @@ export class GameEngine {
|
|||||||
* * `path` - Image path to lookup | 要查找的图片路径
|
* * `path` - Image path to lookup | 要查找的图片路径
|
||||||
*/
|
*/
|
||||||
getTextureIdByPath(path: string): number | undefined;
|
getTextureIdByPath(path: string): number | undefined;
|
||||||
|
/**
|
||||||
|
* Create a material with a specific ID.
|
||||||
|
* 使用特定ID创建材质。
|
||||||
|
*/
|
||||||
|
createMaterialWithId(material_id: number, name: string, shader_id: number, blend_mode: number): void;
|
||||||
|
/**
|
||||||
|
* Set a material's blend mode.
|
||||||
|
* 设置材质的混合模式。
|
||||||
|
*
|
||||||
|
* # Arguments | 参数
|
||||||
|
* * `blend_mode` - 0=None, 1=Alpha, 2=Additive, 3=Multiply, 4=Screen, 5=PremultipliedAlpha
|
||||||
|
*/
|
||||||
|
setMaterialBlendMode(material_id: number, blend_mode: number): boolean;
|
||||||
/**
|
/**
|
||||||
* Create a new game engine instance.
|
* Create a new game engine instance.
|
||||||
* 创建新的游戏引擎实例。
|
* 创建新的游戏引擎实例。
|
||||||
@@ -272,18 +361,26 @@ export interface InitOutput {
|
|||||||
readonly gameengine_addGizmoLine: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => void;
|
readonly gameengine_addGizmoLine: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => void;
|
||||||
readonly gameengine_addGizmoRect: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number) => void;
|
readonly gameengine_addGizmoRect: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number) => void;
|
||||||
readonly gameengine_clear: (a: number, b: number, c: number, d: number, e: number) => void;
|
readonly gameengine_clear: (a: number, b: number, c: number, d: number, e: number) => void;
|
||||||
|
readonly gameengine_compileShader: (a: number, b: number, c: number, d: number, e: number) => [number, number, number];
|
||||||
|
readonly gameengine_compileShaderWithId: (a: number, b: number, c: number, d: number, e: number, f: number) => [number, number];
|
||||||
|
readonly gameengine_createMaterial: (a: number, b: number, c: number, d: number, e: number) => number;
|
||||||
|
readonly gameengine_createMaterialWithId: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
|
||||||
readonly gameengine_fromExternal: (a: any, b: number, c: number) => [number, number, number];
|
readonly gameengine_fromExternal: (a: any, b: number, c: number) => [number, number, number];
|
||||||
readonly gameengine_getCamera: (a: number) => [number, number];
|
readonly gameengine_getCamera: (a: number) => [number, number];
|
||||||
readonly gameengine_getOrLoadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
|
readonly gameengine_getOrLoadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
|
||||||
readonly gameengine_getTextureIdByPath: (a: number, b: number, c: number) => number;
|
readonly gameengine_getTextureIdByPath: (a: number, b: number, c: number) => number;
|
||||||
readonly gameengine_getViewportCamera: (a: number, b: number, c: number) => [number, number];
|
readonly gameengine_getViewportCamera: (a: number, b: number, c: number) => [number, number];
|
||||||
readonly gameengine_getViewportIds: (a: number) => [number, number];
|
readonly gameengine_getViewportIds: (a: number) => [number, number];
|
||||||
|
readonly gameengine_hasMaterial: (a: number, b: number) => number;
|
||||||
|
readonly gameengine_hasShader: (a: number, b: number) => number;
|
||||||
readonly gameengine_height: (a: number) => number;
|
readonly gameengine_height: (a: number) => number;
|
||||||
readonly gameengine_isKeyDown: (a: number, b: number, c: number) => number;
|
readonly gameengine_isKeyDown: (a: number, b: number, c: number) => number;
|
||||||
readonly gameengine_loadTexture: (a: number, b: number, c: number, d: number) => [number, number];
|
readonly gameengine_loadTexture: (a: number, b: number, c: number, d: number) => [number, number];
|
||||||
readonly gameengine_loadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
|
readonly gameengine_loadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
|
||||||
readonly gameengine_new: (a: number, b: number) => [number, number, number];
|
readonly gameengine_new: (a: number, b: number) => [number, number, number];
|
||||||
readonly gameengine_registerViewport: (a: number, b: number, c: number, d: number, e: number) => [number, number];
|
readonly gameengine_registerViewport: (a: number, b: number, c: number, d: number, e: number) => [number, number];
|
||||||
|
readonly gameengine_removeMaterial: (a: number, b: number) => number;
|
||||||
|
readonly gameengine_removeShader: (a: number, b: number) => number;
|
||||||
readonly gameengine_render: (a: number) => [number, number];
|
readonly gameengine_render: (a: number) => [number, number];
|
||||||
readonly gameengine_renderOverlay: (a: number) => [number, number];
|
readonly gameengine_renderOverlay: (a: number) => [number, number];
|
||||||
readonly gameengine_renderToViewport: (a: number, b: number, c: number) => [number, number];
|
readonly gameengine_renderToViewport: (a: number, b: number, c: number) => [number, number];
|
||||||
@@ -292,12 +389,18 @@ export interface InitOutput {
|
|||||||
readonly gameengine_setActiveViewport: (a: number, b: number, c: number) => number;
|
readonly gameengine_setActiveViewport: (a: number, b: number, c: number) => number;
|
||||||
readonly gameengine_setCamera: (a: number, b: number, c: number, d: number, e: number) => void;
|
readonly gameengine_setCamera: (a: number, b: number, c: number, d: number, e: number) => void;
|
||||||
readonly gameengine_setClearColor: (a: number, b: number, c: number, d: number, e: number) => void;
|
readonly gameengine_setClearColor: (a: number, b: number, c: number, d: number, e: number) => void;
|
||||||
|
readonly gameengine_setMaterialBlendMode: (a: number, b: number, c: number) => number;
|
||||||
|
readonly gameengine_setMaterialColor: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => number;
|
||||||
|
readonly gameengine_setMaterialFloat: (a: number, b: number, c: number, d: number, e: number) => number;
|
||||||
|
readonly gameengine_setMaterialVec2: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
|
||||||
|
readonly gameengine_setMaterialVec3: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
|
||||||
|
readonly gameengine_setMaterialVec4: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => number;
|
||||||
readonly gameengine_setShowGizmos: (a: number, b: number) => void;
|
readonly gameengine_setShowGizmos: (a: number, b: number) => void;
|
||||||
readonly gameengine_setShowGrid: (a: number, b: number) => void;
|
readonly gameengine_setShowGrid: (a: number, b: number) => void;
|
||||||
readonly gameengine_setTransformMode: (a: number, b: number) => void;
|
readonly gameengine_setTransformMode: (a: number, b: number) => void;
|
||||||
readonly gameengine_setViewportCamera: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void;
|
readonly gameengine_setViewportCamera: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void;
|
||||||
readonly gameengine_setViewportConfig: (a: number, b: number, c: number, d: number, e: number) => void;
|
readonly gameengine_setViewportConfig: (a: number, b: number, c: number, d: number, e: number) => void;
|
||||||
readonly gameengine_submitSpriteBatch: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number) => [number, number];
|
readonly gameengine_submitSpriteBatch: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number) => [number, number];
|
||||||
readonly gameengine_unregisterViewport: (a: number, b: number, c: number) => void;
|
readonly gameengine_unregisterViewport: (a: number, b: number, c: number) => void;
|
||||||
readonly gameengine_updateInput: (a: number) => void;
|
readonly gameengine_updateInput: (a: number) => void;
|
||||||
readonly gameengine_width: (a: number) => number;
|
readonly gameengine_width: (a: number) => number;
|
||||||
|
|||||||
@@ -146,11 +146,7 @@ export type {
|
|||||||
FileActionHandler,
|
FileActionHandler,
|
||||||
RegisteredPlugin,
|
RegisteredPlugin,
|
||||||
PluginConfig,
|
PluginConfig,
|
||||||
PluginCategory,
|
|
||||||
LoadingPhase,
|
LoadingPhase,
|
||||||
ModuleType,
|
|
||||||
ModuleDescriptor,
|
|
||||||
PluginDependency,
|
|
||||||
PluginState,
|
PluginState,
|
||||||
|
|
||||||
// Service interfaces
|
// Service interfaces
|
||||||
@@ -203,7 +199,12 @@ export type {
|
|||||||
IPluginLoader,
|
IPluginLoader,
|
||||||
IRuntimeModuleLoader,
|
IRuntimeModuleLoader,
|
||||||
IEditorModuleLoader,
|
IEditorModuleLoader,
|
||||||
PluginDescriptor,
|
ModuleManifest,
|
||||||
|
ModuleCategory,
|
||||||
|
ModulePlatform,
|
||||||
|
ModuleExports,
|
||||||
|
IPlugin,
|
||||||
|
IRuntimeModule,
|
||||||
SystemContext,
|
SystemContext,
|
||||||
ComponentInspectorProviderDef,
|
ComponentInspectorProviderDef,
|
||||||
} from '@esengine/editor-core';
|
} from '@esengine/editor-core';
|
||||||
|
|||||||
38
packages/engine-core/module.json
Normal file
38
packages/engine-core/module.json
Normal file
@@ -0,0 +1,38 @@
|
|||||||
|
{
|
||||||
|
"id": "engine-core",
|
||||||
|
"name": "@esengine/engine-core",
|
||||||
|
"displayName": "Engine Core",
|
||||||
|
"description": "Engine lifecycle, scene management, game loop | 引擎生命周期、场景管理、游戏循环",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"category": "Core",
|
||||||
|
"icon": "Cpu",
|
||||||
|
"tags": [
|
||||||
|
"engine",
|
||||||
|
"scene",
|
||||||
|
"gameloop"
|
||||||
|
],
|
||||||
|
"isCore": true,
|
||||||
|
"defaultEnabled": true,
|
||||||
|
"isEngineModule": true,
|
||||||
|
"canContainContent": false,
|
||||||
|
"platforms": [
|
||||||
|
"web",
|
||||||
|
"desktop",
|
||||||
|
"mobile"
|
||||||
|
],
|
||||||
|
"dependencies": [
|
||||||
|
"core",
|
||||||
|
"math"
|
||||||
|
],
|
||||||
|
"exports": {
|
||||||
|
"other": [
|
||||||
|
"Engine",
|
||||||
|
"Scene",
|
||||||
|
"SceneManager",
|
||||||
|
"GameLoop",
|
||||||
|
"Time"
|
||||||
|
]
|
||||||
|
},
|
||||||
|
"requiresWasm": false,
|
||||||
|
"outputPath": "dist/index.js"
|
||||||
|
}
|
||||||
@@ -8,27 +8,7 @@
|
|||||||
|
|
||||||
import type { ComponentRegistry as ComponentRegistryType, IScene, ServiceContainer } from '@esengine/ecs-framework';
|
import type { ComponentRegistry as ComponentRegistryType, IScene, ServiceContainer } from '@esengine/ecs-framework';
|
||||||
import { TransformComponent } from './TransformComponent';
|
import { TransformComponent } from './TransformComponent';
|
||||||
|
import type { ModuleManifest } from './ModuleManifest';
|
||||||
// ============================================================================
|
|
||||||
// 基础类型 | Basic Types
|
|
||||||
// ============================================================================
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 插件类别
|
|
||||||
* Plugin category
|
|
||||||
*/
|
|
||||||
export type PluginCategory =
|
|
||||||
| 'core' // 核心功能 | Core functionality
|
|
||||||
| 'rendering' // 渲染相关 | Rendering
|
|
||||||
| 'ui' // UI 系统 | UI System
|
|
||||||
| 'ai' // AI/行为树 | AI/Behavior
|
|
||||||
| 'physics' // 物理引擎 | Physics
|
|
||||||
| 'audio' // 音频系统 | Audio
|
|
||||||
| 'networking' // 网络功能 | Networking
|
|
||||||
| 'tools' // 工具/编辑器扩展 | Tools/Editor extensions
|
|
||||||
| 'scripting' // 脚本/蓝图 | Scripting/Blueprint
|
|
||||||
| 'tilemap' // 瓦片地图 | Tilemap
|
|
||||||
| 'content'; // 内容/资源 | Content/Assets
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 加载阶段 - 控制插件模块的加载顺序
|
* 加载阶段 - 控制插件模块的加载顺序
|
||||||
@@ -41,80 +21,6 @@ export type LoadingPhase =
|
|||||||
| 'postDefault' // 默认之后 | After default
|
| 'postDefault' // 默认之后 | After default
|
||||||
| 'postEngine'; // 引擎初始化后 | After engine init
|
| 'postEngine'; // 引擎初始化后 | After engine init
|
||||||
|
|
||||||
/**
|
|
||||||
* 模块类型
|
|
||||||
* Module type
|
|
||||||
*/
|
|
||||||
export type ModuleType = 'runtime' | 'editor';
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 模块描述符
|
|
||||||
* Module descriptor
|
|
||||||
*/
|
|
||||||
export interface ModuleDescriptor {
|
|
||||||
/** 模块名称 | Module name */
|
|
||||||
name: string;
|
|
||||||
/** 模块类型 | Module type */
|
|
||||||
type: ModuleType;
|
|
||||||
/** 加载阶段 | Loading phase */
|
|
||||||
loadingPhase?: LoadingPhase;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 插件依赖
|
|
||||||
* Plugin dependency
|
|
||||||
*/
|
|
||||||
export interface PluginDependency {
|
|
||||||
/** 依赖的插件ID | Dependent plugin ID */
|
|
||||||
id: string;
|
|
||||||
/** 版本要求 | Version requirement */
|
|
||||||
version?: string;
|
|
||||||
/** 是否可选 | Optional */
|
|
||||||
optional?: boolean;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ============================================================================
|
|
||||||
// 插件描述符 | Plugin Descriptor
|
|
||||||
// ============================================================================
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 插件描述符
|
|
||||||
* Plugin descriptor
|
|
||||||
*
|
|
||||||
* 所有字段都是可选的,PluginManager 会填充默认值。
|
|
||||||
* All fields are optional, PluginManager will fill in defaults.
|
|
||||||
*/
|
|
||||||
export interface PluginDescriptor {
|
|
||||||
/** 插件唯一标识符 | Unique plugin ID */
|
|
||||||
id: string;
|
|
||||||
/** 显示名称 | Display name */
|
|
||||||
name: string;
|
|
||||||
/** 版本号 | Version */
|
|
||||||
version: string;
|
|
||||||
/** 描述 | Description */
|
|
||||||
description?: string;
|
|
||||||
/** 插件类别 | Plugin category */
|
|
||||||
category?: PluginCategory;
|
|
||||||
/** 标签(用于搜索) | Tags (for search) */
|
|
||||||
tags?: string[];
|
|
||||||
/** 图标(Lucide 图标名) | Icon (Lucide icon name) */
|
|
||||||
icon?: string;
|
|
||||||
/** 是否默认启用 | Enabled by default */
|
|
||||||
enabledByDefault?: boolean;
|
|
||||||
/** 是否可以包含内容资产 | Can contain content assets */
|
|
||||||
canContainContent?: boolean;
|
|
||||||
/** 是否为引擎内置插件 | Is engine built-in plugin */
|
|
||||||
isEnginePlugin?: boolean;
|
|
||||||
/** 是否为核心插件(不可禁用) | Is core plugin (cannot be disabled) */
|
|
||||||
isCore?: boolean;
|
|
||||||
/** 模块列表 | Module list */
|
|
||||||
modules?: ModuleDescriptor[];
|
|
||||||
/** 依赖列表 | Dependency list */
|
|
||||||
dependencies?: PluginDependency[];
|
|
||||||
/** 平台要求 | Platform requirements */
|
|
||||||
platforms?: ('web' | 'desktop' | 'mobile')[];
|
|
||||||
}
|
|
||||||
|
|
||||||
// ============================================================================
|
// ============================================================================
|
||||||
// 系统上下文 | System Context
|
// 系统上下文 | System Context
|
||||||
// ============================================================================
|
// ============================================================================
|
||||||
@@ -192,8 +98,8 @@ export interface IRuntimeModule {
|
|||||||
* This is the unified type that all plugin packages export.
|
* This is the unified type that all plugin packages export.
|
||||||
*/
|
*/
|
||||||
export interface IPlugin {
|
export interface IPlugin {
|
||||||
/** 插件描述符 | Plugin descriptor */
|
/** 模块清单 | Module manifest */
|
||||||
readonly descriptor: PluginDescriptor;
|
readonly manifest: ModuleManifest;
|
||||||
/** 运行时模块(可选) | Runtime module (optional) */
|
/** 运行时模块(可选) | Runtime module (optional) */
|
||||||
readonly runtimeModule?: IRuntimeModule;
|
readonly runtimeModule?: IRuntimeModule;
|
||||||
/** 编辑器模块(可选,类型为 any 以避免循环依赖) | Editor module (optional, typed as any to avoid circular deps) */
|
/** 编辑器模块(可选,类型为 any 以避免循环依赖) | Editor module (optional, typed as any to avoid circular deps) */
|
||||||
@@ -210,18 +116,25 @@ class EngineRuntimeModule implements IRuntimeModule {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const descriptor: PluginDescriptor = {
|
const manifest: ModuleManifest = {
|
||||||
id: '@esengine/engine-core',
|
id: 'engine-core',
|
||||||
name: 'Engine Core',
|
name: '@esengine/engine-core',
|
||||||
version: '1.0.0',
|
displayName: 'Engine Core',
|
||||||
description: 'Transform 等核心组件',
|
description: 'Transform 等核心组件',
|
||||||
category: 'core',
|
version: '1.0.0',
|
||||||
enabledByDefault: true,
|
category: 'Core',
|
||||||
isEnginePlugin: true,
|
icon: 'Box',
|
||||||
isCore: true
|
isCore: true,
|
||||||
|
defaultEnabled: true,
|
||||||
|
isEngineModule: true,
|
||||||
|
dependencies: ['core', 'math'],
|
||||||
|
exports: {
|
||||||
|
components: ['TransformComponent', 'HierarchyComponent'],
|
||||||
|
systems: ['TransformSystem', 'HierarchySystem']
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
export const EnginePlugin: IPlugin = {
|
export const EnginePlugin: IPlugin = {
|
||||||
descriptor,
|
manifest,
|
||||||
runtimeModule: new EngineRuntimeModule()
|
runtimeModule: new EngineRuntimeModule()
|
||||||
};
|
};
|
||||||
|
|||||||
196
packages/engine-core/src/ModuleManifest.ts
Normal file
196
packages/engine-core/src/ModuleManifest.ts
Normal file
@@ -0,0 +1,196 @@
|
|||||||
|
/**
|
||||||
|
* Module Manifest Types.
|
||||||
|
* 模块清单类型定义。
|
||||||
|
*
|
||||||
|
* This is the single source of truth for module/plugin configuration.
|
||||||
|
* Each engine module should have a module.json file containing this information.
|
||||||
|
* 这是模块/插件配置的唯一数据源。
|
||||||
|
* 每个引擎模块应该有一个包含此信息的 module.json 文件。
|
||||||
|
*/
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Module category for organization in UI.
|
||||||
|
* 用于 UI 组织的模块分类。
|
||||||
|
*/
|
||||||
|
export type ModuleCategory =
|
||||||
|
| 'Core'
|
||||||
|
| 'Rendering'
|
||||||
|
| 'Physics'
|
||||||
|
| 'AI'
|
||||||
|
| 'Audio'
|
||||||
|
| 'Networking'
|
||||||
|
| 'Other';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Platform requirements for the module.
|
||||||
|
* 模块的平台要求。
|
||||||
|
*/
|
||||||
|
export type ModulePlatform = 'web' | 'desktop' | 'mobile';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Module exports definition.
|
||||||
|
* 模块导出定义。
|
||||||
|
*/
|
||||||
|
export interface ModuleExports {
|
||||||
|
/** Exported component classes | 导出的组件类 */
|
||||||
|
components?: string[];
|
||||||
|
|
||||||
|
/** Exported system classes | 导出的系统类 */
|
||||||
|
systems?: string[];
|
||||||
|
|
||||||
|
/** Exported asset loaders | 导出的资源加载器 */
|
||||||
|
loaders?: string[];
|
||||||
|
|
||||||
|
/** Other exported items | 其他导出项 */
|
||||||
|
other?: string[];
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Module manifest definition (Unified Plugin/Module config).
|
||||||
|
* 模块清单定义(统一的插件/模块配置)。
|
||||||
|
*
|
||||||
|
* This interface matches the structure of module.json files.
|
||||||
|
* 此接口匹配 module.json 文件的结构。
|
||||||
|
*/
|
||||||
|
export interface ModuleManifest {
|
||||||
|
// ==================== Core Identifiers ====================
|
||||||
|
|
||||||
|
/** Unique module identifier | 唯一模块标识符 */
|
||||||
|
id: string;
|
||||||
|
|
||||||
|
/** Package name (npm style) | 包名(npm 风格) */
|
||||||
|
name: string;
|
||||||
|
|
||||||
|
/** Display name for UI | UI 显示名称 */
|
||||||
|
displayName: string;
|
||||||
|
|
||||||
|
/** Module description | 模块描述 */
|
||||||
|
description: string;
|
||||||
|
|
||||||
|
/** Module version | 模块版本 */
|
||||||
|
version: string;
|
||||||
|
|
||||||
|
// ==================== Classification ====================
|
||||||
|
|
||||||
|
/** Category for grouping in UI | UI 分组分类 */
|
||||||
|
category: ModuleCategory;
|
||||||
|
|
||||||
|
/** Tags for search and filtering | 用于搜索和过滤的标签 */
|
||||||
|
tags?: string[];
|
||||||
|
|
||||||
|
/** Icon name (Lucide icon) | 图标名(Lucide 图标) */
|
||||||
|
icon?: string;
|
||||||
|
|
||||||
|
// ==================== Lifecycle ====================
|
||||||
|
|
||||||
|
/** Whether this is a core module (cannot be disabled) | 是否为核心模块(不能禁用) */
|
||||||
|
isCore: boolean;
|
||||||
|
|
||||||
|
/** Whether enabled by default in new projects | 新项目中是否默认启用 */
|
||||||
|
defaultEnabled: boolean;
|
||||||
|
|
||||||
|
/** Whether this is an engine built-in module | 是否为引擎内置模块 */
|
||||||
|
isEngineModule?: boolean;
|
||||||
|
|
||||||
|
// ==================== Content ====================
|
||||||
|
|
||||||
|
/** Whether this module can contain content/assets | 是否可以包含内容/资源 */
|
||||||
|
canContainContent?: boolean;
|
||||||
|
|
||||||
|
/** Platform requirements | 平台要求 */
|
||||||
|
platforms?: ModulePlatform[];
|
||||||
|
|
||||||
|
// ==================== Dependencies ====================
|
||||||
|
|
||||||
|
/** Module IDs this module depends on | 此模块依赖的模块 ID */
|
||||||
|
dependencies: string[];
|
||||||
|
|
||||||
|
/**
|
||||||
|
* External package dependencies that need to be included in import map.
|
||||||
|
* 需要包含在 import map 中的外部包依赖。
|
||||||
|
*
|
||||||
|
* These are runtime dependencies that are dynamically imported by the module.
|
||||||
|
* 这些是模块动态导入的运行时依赖。
|
||||||
|
*
|
||||||
|
* Example: ["@esengine/rapier2d"]
|
||||||
|
*/
|
||||||
|
externalDependencies?: string[];
|
||||||
|
|
||||||
|
// ==================== Exports ====================
|
||||||
|
|
||||||
|
/** Exported items for dependency checking | 导出项用于依赖检查 */
|
||||||
|
exports: ModuleExports;
|
||||||
|
|
||||||
|
// ==================== Editor Integration ====================
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Associated editor package name.
|
||||||
|
* 关联的编辑器包名。
|
||||||
|
* e.g., "@esengine/tilemap-editor" for "@esengine/tilemap"
|
||||||
|
*/
|
||||||
|
editorPackage?: string;
|
||||||
|
|
||||||
|
// ==================== Performance (auto-calculated at build time) ====================
|
||||||
|
// ==================== 性能(构建时自动计算) ====================
|
||||||
|
|
||||||
|
/** JS bundle size in bytes | JS 包大小(字节) */
|
||||||
|
jsSize?: number;
|
||||||
|
|
||||||
|
/** Whether this module requires WASM | 是否需要 WASM */
|
||||||
|
requiresWasm?: boolean;
|
||||||
|
|
||||||
|
/** WASM file size in bytes | WASM 文件大小(字节) */
|
||||||
|
wasmSize?: number;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* WASM file paths relative to module's node_modules or package root.
|
||||||
|
* WASM 文件路径,相对于模块的 node_modules 或包根目录。
|
||||||
|
*
|
||||||
|
* Can be glob patterns like "*.wasm" or specific paths.
|
||||||
|
* 可以是 glob 模式如 "*.wasm" 或具体路径。
|
||||||
|
*
|
||||||
|
* Example: ["@dimforge/rapier2d-compat/*.wasm"]
|
||||||
|
*/
|
||||||
|
wasmPaths?: string[];
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Runtime WASM path relative to game output root.
|
||||||
|
* 运行时 WASM 路径,相对于游戏输出根目录。
|
||||||
|
*
|
||||||
|
* Build pipeline copies WASM to this location.
|
||||||
|
* 构建管线将 WASM 复制到此位置。
|
||||||
|
*
|
||||||
|
* Example: "wasm/rapier_wasm2d_bg.wasm"
|
||||||
|
*/
|
||||||
|
runtimeWasmPath?: string;
|
||||||
|
|
||||||
|
// ==================== Build Configuration ====================
|
||||||
|
// ==================== 构建配置 ====================
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Output path for the built module file.
|
||||||
|
* 构建后模块文件的输出路径。
|
||||||
|
*
|
||||||
|
* Example: "dist/index.mjs"
|
||||||
|
*/
|
||||||
|
outputPath?: string;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Plugin export name for dynamic loading.
|
||||||
|
* 用于动态加载的插件导出名。
|
||||||
|
*
|
||||||
|
* Example: "SpritePlugin"
|
||||||
|
*/
|
||||||
|
pluginExport?: string;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Additional files to include when copying module.
|
||||||
|
* 复制模块时需要包含的额外文件。
|
||||||
|
*
|
||||||
|
* Glob patterns relative to the module's dist directory.
|
||||||
|
* 相对于模块 dist 目录的 glob 模式。
|
||||||
|
*
|
||||||
|
* Example: ["chunk-*.js", "worker.js"]
|
||||||
|
*/
|
||||||
|
includes?: string[];
|
||||||
|
}
|
||||||
@@ -5,13 +5,16 @@ export { HierarchySystem } from './HierarchySystem';
|
|||||||
export {
|
export {
|
||||||
EnginePlugin,
|
EnginePlugin,
|
||||||
// 类型导出
|
// 类型导出
|
||||||
type PluginCategory,
|
|
||||||
type LoadingPhase,
|
type LoadingPhase,
|
||||||
type ModuleType,
|
|
||||||
type ModuleDescriptor,
|
|
||||||
type PluginDependency,
|
|
||||||
type PluginDescriptor,
|
|
||||||
type SystemContext,
|
type SystemContext,
|
||||||
type IRuntimeModule,
|
type IRuntimeModule,
|
||||||
type IPlugin
|
type IPlugin
|
||||||
} from './EnginePlugin';
|
} from './EnginePlugin';
|
||||||
|
|
||||||
|
// Module Manifest types (unified module/plugin configuration)
|
||||||
|
export {
|
||||||
|
type ModuleManifest,
|
||||||
|
type ModuleCategory,
|
||||||
|
type ModulePlatform,
|
||||||
|
type ModuleExports
|
||||||
|
} from './ModuleManifest';
|
||||||
|
|||||||
21
packages/math/module.json
Normal file
21
packages/math/module.json
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
{
|
||||||
|
"id": "math",
|
||||||
|
"name": "@esengine/ecs-framework-math",
|
||||||
|
"displayName": "Math",
|
||||||
|
"description": "Vector, Matrix, Transform and other math utilities | 向量、矩阵、变换等数学工具",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"category": "Core",
|
||||||
|
"icon": "Calculator",
|
||||||
|
"tags": ["math", "vector", "matrix", "transform"],
|
||||||
|
"isCore": true,
|
||||||
|
"defaultEnabled": true,
|
||||||
|
"isEngineModule": true,
|
||||||
|
"canContainContent": false,
|
||||||
|
"platforms": ["web", "desktop", "mobile"],
|
||||||
|
"dependencies": [],
|
||||||
|
"exports": {
|
||||||
|
"other": ["Vector2", "Vector3", "Matrix3x3", "Matrix4x4", "Quaternion", "Transform", "Rectangle", "Color"]
|
||||||
|
},
|
||||||
|
"requiresWasm": false,
|
||||||
|
"outputPath": "dist/index.mjs"
|
||||||
|
}
|
||||||
@@ -24,10 +24,10 @@
|
|||||||
"clean": "rimraf bin dist tsconfig.tsbuildinfo",
|
"clean": "rimraf bin dist tsconfig.tsbuildinfo",
|
||||||
"build:ts": "tsc",
|
"build:ts": "tsc",
|
||||||
"prebuild": "npm run clean",
|
"prebuild": "npm run clean",
|
||||||
"build": "npm run build:ts",
|
"build": "npm run build:ts && node build-rollup.cjs",
|
||||||
"build:watch": "tsc --watch",
|
"build:watch": "tsc --watch",
|
||||||
"rebuild": "npm run clean && npm run build",
|
"rebuild": "npm run clean && npm run build",
|
||||||
"build:npm": "npm run build && node build-rollup.cjs",
|
"build:npm": "npm run build",
|
||||||
"publish:npm": "npm run build:npm && cd dist && npm publish",
|
"publish:npm": "npm run build:npm && cd dist && npm publish",
|
||||||
"test": "jest --config jest.config.cjs",
|
"test": "jest --config jest.config.cjs",
|
||||||
"test:watch": "jest --watch --config jest.config.cjs",
|
"test:watch": "jest --watch --config jest.config.cjs",
|
||||||
|
|||||||
556
packages/math/src/Color.ts
Normal file
556
packages/math/src/Color.ts
Normal file
@@ -0,0 +1,556 @@
|
|||||||
|
/**
|
||||||
|
* Color utility class for game engine
|
||||||
|
* 游戏引擎颜色工具类
|
||||||
|
*
|
||||||
|
* Provides color conversion, manipulation, and packing utilities.
|
||||||
|
* 提供颜色转换、操作和打包工具。
|
||||||
|
*/
|
||||||
|
|
||||||
|
/**
|
||||||
|
* RGBA color components
|
||||||
|
* RGBA 颜色分量
|
||||||
|
*/
|
||||||
|
export interface RGBA {
|
||||||
|
r: number;
|
||||||
|
g: number;
|
||||||
|
b: number;
|
||||||
|
a: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* HSL color components
|
||||||
|
* HSL 颜色分量
|
||||||
|
*/
|
||||||
|
export interface HSL {
|
||||||
|
h: number;
|
||||||
|
s: number;
|
||||||
|
l: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Color class for color manipulation and conversion
|
||||||
|
* 颜色类,用于颜色操作和转换
|
||||||
|
*/
|
||||||
|
export class Color {
|
||||||
|
/** Red component (0-255) | 红色分量 (0-255) */
|
||||||
|
public r: number;
|
||||||
|
/** Green component (0-255) | 绿色分量 (0-255) */
|
||||||
|
public g: number;
|
||||||
|
/** Blue component (0-255) | 蓝色分量 (0-255) */
|
||||||
|
public b: number;
|
||||||
|
/** Alpha component (0-1) | 透明度分量 (0-1) */
|
||||||
|
public a: number;
|
||||||
|
|
||||||
|
// ===== Predefined Colors | 预定义颜色 =====
|
||||||
|
|
||||||
|
/** White (0xFFFFFF) | 白色 */
|
||||||
|
static readonly WHITE = new Color(255, 255, 255);
|
||||||
|
/** Black (0x000000) | 黑色 */
|
||||||
|
static readonly BLACK = new Color(0, 0, 0);
|
||||||
|
/** Red (0xFF0000) | 红色 */
|
||||||
|
static readonly RED = new Color(255, 0, 0);
|
||||||
|
/** Green (0x00FF00) | 绿色 */
|
||||||
|
static readonly GREEN = new Color(0, 255, 0);
|
||||||
|
/** Blue (0x0000FF) | 蓝色 */
|
||||||
|
static readonly BLUE = new Color(0, 0, 255);
|
||||||
|
/** Yellow (0xFFFF00) | 黄色 */
|
||||||
|
static readonly YELLOW = new Color(255, 255, 0);
|
||||||
|
/** Cyan (0x00FFFF) | 青色 */
|
||||||
|
static readonly CYAN = new Color(0, 255, 255);
|
||||||
|
/** Magenta (0xFF00FF) | 品红色 */
|
||||||
|
static readonly MAGENTA = new Color(255, 0, 255);
|
||||||
|
/** Transparent (0x00000000) | 透明 */
|
||||||
|
static readonly TRANSPARENT = new Color(0, 0, 0, 0);
|
||||||
|
/** Gray (0x808080) | 灰色 */
|
||||||
|
static readonly GRAY = new Color(128, 128, 128);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create a new Color instance
|
||||||
|
* 创建新的 Color 实例
|
||||||
|
*/
|
||||||
|
constructor(r: number = 255, g: number = 255, b: number = 255, a: number = 1) {
|
||||||
|
this.r = Math.round(Math.max(0, Math.min(255, r)));
|
||||||
|
this.g = Math.round(Math.max(0, Math.min(255, g)));
|
||||||
|
this.b = Math.round(Math.max(0, Math.min(255, b)));
|
||||||
|
this.a = Math.max(0, Math.min(1, a));
|
||||||
|
}
|
||||||
|
|
||||||
|
// ===== Factory Methods | 工厂方法 =====
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create color from hex string
|
||||||
|
* 从十六进制字符串创建颜色
|
||||||
|
* @param hex Hex string (e.g., "#FF0000", "#F00", "FF0000") | 十六进制字符串
|
||||||
|
* @param alpha Optional alpha value (0-1) | 可选的透明度值
|
||||||
|
*/
|
||||||
|
static fromHex(hex: string, alpha: number = 1): Color {
|
||||||
|
const { r, g, b } = Color.hexToRgb(hex);
|
||||||
|
return new Color(r, g, b, alpha);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create color from packed uint32 (0xRRGGBB or 0xAARRGGBB)
|
||||||
|
* 从打包的 uint32 创建颜色
|
||||||
|
* @param value Packed color value | 打包的颜色值
|
||||||
|
* @param hasAlpha Whether value includes alpha | 是否包含透明度
|
||||||
|
*/
|
||||||
|
static fromUint32(value: number, hasAlpha: boolean = false): Color {
|
||||||
|
if (hasAlpha) {
|
||||||
|
const a = ((value >> 24) & 0xFF) / 255;
|
||||||
|
const r = (value >> 16) & 0xFF;
|
||||||
|
const g = (value >> 8) & 0xFF;
|
||||||
|
const b = value & 0xFF;
|
||||||
|
return new Color(r, g, b, a);
|
||||||
|
} else {
|
||||||
|
const r = (value >> 16) & 0xFF;
|
||||||
|
const g = (value >> 8) & 0xFF;
|
||||||
|
const b = value & 0xFF;
|
||||||
|
return new Color(r, g, b);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create color from HSL values
|
||||||
|
* 从 HSL 值创建颜色
|
||||||
|
* @param h Hue (0-360) | 色相
|
||||||
|
* @param s Saturation (0-1) | 饱和度
|
||||||
|
* @param l Lightness (0-1) | 亮度
|
||||||
|
* @param a Alpha (0-1) | 透明度
|
||||||
|
*/
|
||||||
|
static fromHSL(h: number, s: number, l: number, a: number = 1): Color {
|
||||||
|
const { r, g, b } = Color.hslToRgb(h, s, l);
|
||||||
|
return new Color(r, g, b, a);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create color from normalized float values (0-1)
|
||||||
|
* 从归一化浮点值创建颜色 (0-1)
|
||||||
|
*/
|
||||||
|
static fromFloat(r: number, g: number, b: number, a: number = 1): Color {
|
||||||
|
return new Color(r * 255, g * 255, b * 255, a);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ===== Conversion Methods | 转换方法 =====
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Convert hex string to RGB
|
||||||
|
* 将十六进制字符串转换为 RGB
|
||||||
|
*/
|
||||||
|
static hexToRgb(hex: string): { r: number; g: number; b: number } {
|
||||||
|
const colorHex = hex.replace('#', '');
|
||||||
|
|
||||||
|
let r = 255, g = 255, b = 255;
|
||||||
|
|
||||||
|
if (colorHex.length === 6) {
|
||||||
|
r = parseInt(colorHex.substring(0, 2), 16);
|
||||||
|
g = parseInt(colorHex.substring(2, 4), 16);
|
||||||
|
b = parseInt(colorHex.substring(4, 6), 16);
|
||||||
|
} else if (colorHex.length === 3) {
|
||||||
|
r = parseInt(colorHex[0] + colorHex[0], 16);
|
||||||
|
g = parseInt(colorHex[1] + colorHex[1], 16);
|
||||||
|
b = parseInt(colorHex[2] + colorHex[2], 16);
|
||||||
|
} else if (colorHex.length === 8) {
|
||||||
|
// AARRGGBB format
|
||||||
|
r = parseInt(colorHex.substring(2, 4), 16);
|
||||||
|
g = parseInt(colorHex.substring(4, 6), 16);
|
||||||
|
b = parseInt(colorHex.substring(6, 8), 16);
|
||||||
|
}
|
||||||
|
|
||||||
|
return { r, g, b };
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Convert RGB to hex string
|
||||||
|
* 将 RGB 转换为十六进制字符串
|
||||||
|
*/
|
||||||
|
static rgbToHex(r: number, g: number, b: number): string {
|
||||||
|
const toHex = (n: number) => Math.round(n).toString(16).padStart(2, '0');
|
||||||
|
return `#${toHex(r)}${toHex(g)}${toHex(b)}`;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Convert HSL to RGB
|
||||||
|
* 将 HSL 转换为 RGB
|
||||||
|
*/
|
||||||
|
static hslToRgb(h: number, s: number, l: number): { r: number; g: number; b: number } {
|
||||||
|
h = ((h % 360) + 360) % 360 / 360;
|
||||||
|
s = Math.max(0, Math.min(1, s));
|
||||||
|
l = Math.max(0, Math.min(1, l));
|
||||||
|
|
||||||
|
let r: number, g: number, b: number;
|
||||||
|
|
||||||
|
if (s === 0) {
|
||||||
|
r = g = b = l;
|
||||||
|
} else {
|
||||||
|
const hue2rgb = (p: number, q: number, t: number) => {
|
||||||
|
if (t < 0) t += 1;
|
||||||
|
if (t > 1) t -= 1;
|
||||||
|
if (t < 1 / 6) return p + (q - p) * 6 * t;
|
||||||
|
if (t < 1 / 2) return q;
|
||||||
|
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
|
||||||
|
return p;
|
||||||
|
};
|
||||||
|
|
||||||
|
const q = l < 0.5 ? l * (1 + s) : l + s - l * s;
|
||||||
|
const p = 2 * l - q;
|
||||||
|
|
||||||
|
r = hue2rgb(p, q, h + 1 / 3);
|
||||||
|
g = hue2rgb(p, q, h);
|
||||||
|
b = hue2rgb(p, q, h - 1 / 3);
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
r: Math.round(r * 255),
|
||||||
|
g: Math.round(g * 255),
|
||||||
|
b: Math.round(b * 255)
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Convert RGB to HSL
|
||||||
|
* 将 RGB 转换为 HSL
|
||||||
|
*/
|
||||||
|
static rgbToHsl(r: number, g: number, b: number): HSL {
|
||||||
|
r /= 255;
|
||||||
|
g /= 255;
|
||||||
|
b /= 255;
|
||||||
|
|
||||||
|
const max = Math.max(r, g, b);
|
||||||
|
const min = Math.min(r, g, b);
|
||||||
|
let h = 0;
|
||||||
|
let s = 0;
|
||||||
|
const l = (max + min) / 2;
|
||||||
|
|
||||||
|
if (max !== min) {
|
||||||
|
const d = max - min;
|
||||||
|
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
|
||||||
|
|
||||||
|
switch (max) {
|
||||||
|
case r:
|
||||||
|
h = ((g - b) / d + (g < b ? 6 : 0)) / 6;
|
||||||
|
break;
|
||||||
|
case g:
|
||||||
|
h = ((b - r) / d + 2) / 6;
|
||||||
|
break;
|
||||||
|
case b:
|
||||||
|
h = ((r - g) / d + 4) / 6;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return { h: h * 360, s, l };
|
||||||
|
}
|
||||||
|
|
||||||
|
// ===== Packing Methods | 打包方法 =====
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Pack color to uint32 (0xRRGGBB)
|
||||||
|
* 打包颜色为 uint32 (0xRRGGBB)
|
||||||
|
*/
|
||||||
|
static packRGB(r: number, g: number, b: number): number {
|
||||||
|
return ((r & 0xFF) << 16) | ((g & 0xFF) << 8) | (b & 0xFF);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Pack color to uint32 (0xAARRGGBB)
|
||||||
|
* 打包颜色为 uint32 (0xAARRGGBB)
|
||||||
|
*/
|
||||||
|
static packARGB(r: number, g: number, b: number, a: number): number {
|
||||||
|
const alpha = Math.round(a * 255);
|
||||||
|
return ((alpha & 0xFF) << 24) | ((r & 0xFF) << 16) | ((g & 0xFF) << 8) | (b & 0xFF);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Pack color to uint32 for WebGL (0xAABBGGRR)
|
||||||
|
* 打包颜色为 WebGL 格式的 uint32 (0xAABBGGRR)
|
||||||
|
*/
|
||||||
|
static packABGR(r: number, g: number, b: number, a: number): number {
|
||||||
|
const alpha = Math.round(a * 255);
|
||||||
|
return ((alpha & 0xFF) << 24) | ((b & 0xFF) << 16) | ((g & 0xFF) << 8) | (r & 0xFF);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Pack hex string and alpha to WebGL uint32 (0xAABBGGRR)
|
||||||
|
* 将十六进制字符串和透明度打包为 WebGL 格式 uint32
|
||||||
|
*/
|
||||||
|
static packHexAlpha(hex: string, alpha: number): number {
|
||||||
|
const { r, g, b } = Color.hexToRgb(hex);
|
||||||
|
return Color.packABGR(r, g, b, alpha);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Unpack uint32 to RGBA (assumes 0xAARRGGBB)
|
||||||
|
* 解包 uint32 为 RGBA (假设格式为 0xAARRGGBB)
|
||||||
|
*/
|
||||||
|
static unpackARGB(value: number): RGBA {
|
||||||
|
return {
|
||||||
|
a: ((value >> 24) & 0xFF) / 255,
|
||||||
|
r: (value >> 16) & 0xFF,
|
||||||
|
g: (value >> 8) & 0xFF,
|
||||||
|
b: value & 0xFF
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Unpack uint32 to RGBA (assumes 0xAABBGGRR - WebGL format)
|
||||||
|
* 解包 uint32 为 RGBA (假设格式为 0xAABBGGRR - WebGL 格式)
|
||||||
|
*/
|
||||||
|
static unpackABGR(value: number): RGBA {
|
||||||
|
return {
|
||||||
|
a: ((value >> 24) & 0xFF) / 255,
|
||||||
|
b: (value >> 16) & 0xFF,
|
||||||
|
g: (value >> 8) & 0xFF,
|
||||||
|
r: value & 0xFF
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// ===== Color Operations | 颜色操作 =====
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Interpolate between two colors
|
||||||
|
* 在两个颜色之间插值
|
||||||
|
*/
|
||||||
|
static lerp(from: Color, to: Color, t: number): Color {
|
||||||
|
t = Math.max(0, Math.min(1, t));
|
||||||
|
return new Color(
|
||||||
|
from.r + (to.r - from.r) * t,
|
||||||
|
from.g + (to.g - from.g) * t,
|
||||||
|
from.b + (to.b - from.b) * t,
|
||||||
|
from.a + (to.a - from.a) * t
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Interpolate between two packed uint32 colors (0xRRGGBB)
|
||||||
|
* 在两个打包的 uint32 颜色之间插值
|
||||||
|
*/
|
||||||
|
static lerpUint32(from: number, to: number, t: number): number {
|
||||||
|
t = Math.max(0, Math.min(1, t));
|
||||||
|
const fromR = (from >> 16) & 0xFF;
|
||||||
|
const fromG = (from >> 8) & 0xFF;
|
||||||
|
const fromB = from & 0xFF;
|
||||||
|
const toR = (to >> 16) & 0xFF;
|
||||||
|
const toG = (to >> 8) & 0xFF;
|
||||||
|
const toB = to & 0xFF;
|
||||||
|
|
||||||
|
const r = Math.round(fromR + (toR - fromR) * t);
|
||||||
|
const g = Math.round(fromG + (toG - fromG) * t);
|
||||||
|
const b = Math.round(fromB + (toB - fromB) * t);
|
||||||
|
|
||||||
|
return (r << 16) | (g << 8) | b;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Mix two colors
|
||||||
|
* 混合两个颜色
|
||||||
|
*/
|
||||||
|
static mix(color1: Color, color2: Color, ratio: number = 0.5): Color {
|
||||||
|
return Color.lerp(color1, color2, ratio);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Lighten a color
|
||||||
|
* 使颜色变亮
|
||||||
|
*/
|
||||||
|
static lighten(color: Color, amount: number): Color {
|
||||||
|
const hsl = Color.rgbToHsl(color.r, color.g, color.b);
|
||||||
|
hsl.l = Math.min(1, hsl.l + amount);
|
||||||
|
const rgb = Color.hslToRgb(hsl.h, hsl.s, hsl.l);
|
||||||
|
return new Color(rgb.r, rgb.g, rgb.b, color.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Darken a color
|
||||||
|
* 使颜色变暗
|
||||||
|
*/
|
||||||
|
static darken(color: Color, amount: number): Color {
|
||||||
|
const hsl = Color.rgbToHsl(color.r, color.g, color.b);
|
||||||
|
hsl.l = Math.max(0, hsl.l - amount);
|
||||||
|
const rgb = Color.hslToRgb(hsl.h, hsl.s, hsl.l);
|
||||||
|
return new Color(rgb.r, rgb.g, rgb.b, color.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Saturate a color
|
||||||
|
* 增加颜色饱和度
|
||||||
|
*/
|
||||||
|
static saturate(color: Color, amount: number): Color {
|
||||||
|
const hsl = Color.rgbToHsl(color.r, color.g, color.b);
|
||||||
|
hsl.s = Math.min(1, hsl.s + amount);
|
||||||
|
const rgb = Color.hslToRgb(hsl.h, hsl.s, hsl.l);
|
||||||
|
return new Color(rgb.r, rgb.g, rgb.b, color.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Desaturate a color
|
||||||
|
* 降低颜色饱和度
|
||||||
|
*/
|
||||||
|
static desaturate(color: Color, amount: number): Color {
|
||||||
|
const hsl = Color.rgbToHsl(color.r, color.g, color.b);
|
||||||
|
hsl.s = Math.max(0, hsl.s - amount);
|
||||||
|
const rgb = Color.hslToRgb(hsl.h, hsl.s, hsl.l);
|
||||||
|
return new Color(rgb.r, rgb.g, rgb.b, color.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Invert a color
|
||||||
|
* 反转颜色
|
||||||
|
*/
|
||||||
|
static invert(color: Color): Color {
|
||||||
|
return new Color(255 - color.r, 255 - color.g, 255 - color.b, color.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Convert color to grayscale
|
||||||
|
* 将颜色转换为灰度
|
||||||
|
*/
|
||||||
|
static grayscale(color: Color): Color {
|
||||||
|
const gray = Math.round(0.299 * color.r + 0.587 * color.g + 0.114 * color.b);
|
||||||
|
return new Color(gray, gray, gray, color.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Get color luminance (perceived brightness)
|
||||||
|
* 获取颜色亮度(感知亮度)
|
||||||
|
*/
|
||||||
|
static luminance(color: Color): number {
|
||||||
|
return (0.299 * color.r + 0.587 * color.g + 0.114 * color.b) / 255;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Get contrast ratio between two colors
|
||||||
|
* 获取两个颜色之间的对比度
|
||||||
|
*/
|
||||||
|
static contrastRatio(color1: Color, color2: Color): number {
|
||||||
|
const l1 = Color.luminance(color1);
|
||||||
|
const l2 = Color.luminance(color2);
|
||||||
|
const lighter = Math.max(l1, l2);
|
||||||
|
const darker = Math.min(l1, l2);
|
||||||
|
return (lighter + 0.05) / (darker + 0.05);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ===== Instance Methods | 实例方法 =====
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Convert to hex string
|
||||||
|
* 转换为十六进制字符串
|
||||||
|
*/
|
||||||
|
toHex(): string {
|
||||||
|
return Color.rgbToHex(this.r, this.g, this.b);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Convert to hex string with alpha
|
||||||
|
* 转换为带透明度的十六进制字符串
|
||||||
|
*/
|
||||||
|
toHexAlpha(): string {
|
||||||
|
const alphaHex = Math.round(this.a * 255).toString(16).padStart(2, '0');
|
||||||
|
return `#${alphaHex}${this.toHex().slice(1)}`;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Convert to CSS rgba string
|
||||||
|
* 转换为 CSS rgba 字符串
|
||||||
|
*/
|
||||||
|
toRgba(): string {
|
||||||
|
return `rgba(${this.r}, ${this.g}, ${this.b}, ${this.a})`;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Convert to CSS rgb string
|
||||||
|
* 转换为 CSS rgb 字符串
|
||||||
|
*/
|
||||||
|
toRgb(): string {
|
||||||
|
return `rgb(${this.r}, ${this.g}, ${this.b})`;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Convert to HSL
|
||||||
|
* 转换为 HSL
|
||||||
|
*/
|
||||||
|
toHSL(): HSL {
|
||||||
|
return Color.rgbToHsl(this.r, this.g, this.b);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Pack to uint32 (0xRRGGBB)
|
||||||
|
* 打包为 uint32 (0xRRGGBB)
|
||||||
|
*/
|
||||||
|
toUint32(): number {
|
||||||
|
return Color.packRGB(this.r, this.g, this.b);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Pack to uint32 with alpha (0xAARRGGBB)
|
||||||
|
* 打包为带透明度的 uint32 (0xAARRGGBB)
|
||||||
|
*/
|
||||||
|
toUint32Alpha(): number {
|
||||||
|
return Color.packARGB(this.r, this.g, this.b, this.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Pack to WebGL uint32 (0xAABBGGRR)
|
||||||
|
* 打包为 WebGL 格式 uint32 (0xAABBGGRR)
|
||||||
|
*/
|
||||||
|
toWebGL(): number {
|
||||||
|
return Color.packABGR(this.r, this.g, this.b, this.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Get normalized float array [r, g, b, a] (0-1)
|
||||||
|
* 获取归一化浮点数组 [r, g, b, a] (0-1)
|
||||||
|
*/
|
||||||
|
toFloatArray(): [number, number, number, number] {
|
||||||
|
return [this.r / 255, this.g / 255, this.b / 255, this.a];
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Clone this color
|
||||||
|
* 克隆此颜色
|
||||||
|
*/
|
||||||
|
clone(): Color {
|
||||||
|
return new Color(this.r, this.g, this.b, this.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Set color values
|
||||||
|
* 设置颜色值
|
||||||
|
*/
|
||||||
|
set(r: number, g: number, b: number, a?: number): this {
|
||||||
|
this.r = Math.round(Math.max(0, Math.min(255, r)));
|
||||||
|
this.g = Math.round(Math.max(0, Math.min(255, g)));
|
||||||
|
this.b = Math.round(Math.max(0, Math.min(255, b)));
|
||||||
|
if (a !== undefined) {
|
||||||
|
this.a = Math.max(0, Math.min(1, a));
|
||||||
|
}
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Copy from another color
|
||||||
|
* 从另一个颜色复制
|
||||||
|
*/
|
||||||
|
copy(other: Color): this {
|
||||||
|
this.r = other.r;
|
||||||
|
this.g = other.g;
|
||||||
|
this.b = other.b;
|
||||||
|
this.a = other.a;
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Check equality with another color
|
||||||
|
* 检查与另一个颜色是否相等
|
||||||
|
*/
|
||||||
|
equals(other: Color): boolean {
|
||||||
|
return this.r === other.r && this.g === other.g && this.b === other.b && this.a === other.a;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* String representation
|
||||||
|
* 字符串表示
|
||||||
|
*/
|
||||||
|
toString(): string {
|
||||||
|
return `Color(${this.r}, ${this.g}, ${this.b}, ${this.a})`;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -6,6 +6,7 @@
|
|||||||
* - 碰撞检测算法
|
* - 碰撞检测算法
|
||||||
* - 动画插值和缓动函数
|
* - 动画插值和缓动函数
|
||||||
* - 数学工具函数
|
* - 数学工具函数
|
||||||
|
* - 颜色工具类
|
||||||
*/
|
*/
|
||||||
|
|
||||||
// 核心数学类
|
// 核心数学类
|
||||||
@@ -18,6 +19,9 @@ export { Circle } from './Circle';
|
|||||||
// 数学工具
|
// 数学工具
|
||||||
export { MathUtils } from './MathUtils';
|
export { MathUtils } from './MathUtils';
|
||||||
|
|
||||||
|
// 颜色工具
|
||||||
|
export { Color, type RGBA, type HSL } from './Color';
|
||||||
|
|
||||||
// 碰撞检测
|
// 碰撞检测
|
||||||
export * from './Collision';
|
export * from './Collision';
|
||||||
|
|
||||||
|
|||||||
19
packages/runtime-core/module.json
Normal file
19
packages/runtime-core/module.json
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
{
|
||||||
|
"id": "runtime-core",
|
||||||
|
"name": "@esengine/runtime-core",
|
||||||
|
"displayName": "Runtime Core",
|
||||||
|
"description": "Core runtime framework | 核心运行时框架",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"category": "Core",
|
||||||
|
"icon": "Play",
|
||||||
|
"tags": ["runtime", "core", "framework"],
|
||||||
|
"isCore": true,
|
||||||
|
"defaultEnabled": true,
|
||||||
|
"isEngineModule": true,
|
||||||
|
"canContainContent": false,
|
||||||
|
"platforms": ["web", "desktop", "mobile"],
|
||||||
|
"dependencies": ["core", "asset-system"],
|
||||||
|
"exports": {},
|
||||||
|
"requiresWasm": false,
|
||||||
|
"outputPath": "dist/index.js"
|
||||||
|
}
|
||||||
@@ -42,7 +42,7 @@ export async function loadPlugin(
|
|||||||
const exportName = packageInfo.pluginExport || 'default';
|
const exportName = packageInfo.pluginExport || 'default';
|
||||||
const plugin = module[exportName] as IPlugin;
|
const plugin = module[exportName] as IPlugin;
|
||||||
|
|
||||||
if (!plugin || !plugin.descriptor) {
|
if (!plugin || !plugin.manifest) {
|
||||||
console.warn(`[PluginLoader] Invalid plugin export from ${packageId}`);
|
console.warn(`[PluginLoader] Invalid plugin export from ${packageId}`);
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,35 +5,9 @@
|
|||||||
|
|
||||||
import { ComponentRegistry, ServiceContainer } from '@esengine/ecs-framework';
|
import { ComponentRegistry, ServiceContainer } from '@esengine/ecs-framework';
|
||||||
import type { IScene } from '@esengine/ecs-framework';
|
import type { IScene } from '@esengine/ecs-framework';
|
||||||
|
import type { IPlugin, IRuntimeModule, SystemContext, ModuleManifest } from '@esengine/engine-core';
|
||||||
|
|
||||||
export interface SystemContext {
|
export type { IPlugin, IRuntimeModule, SystemContext, ModuleManifest };
|
||||||
isEditor: boolean;
|
|
||||||
[key: string]: any;
|
|
||||||
}
|
|
||||||
|
|
||||||
export interface PluginDescriptor {
|
|
||||||
id: string;
|
|
||||||
name: string;
|
|
||||||
version: string;
|
|
||||||
description?: string;
|
|
||||||
category?: string;
|
|
||||||
enabledByDefault?: boolean;
|
|
||||||
isEnginePlugin?: boolean;
|
|
||||||
}
|
|
||||||
|
|
||||||
export interface IRuntimeModule {
|
|
||||||
registerComponents?(registry: typeof ComponentRegistry): void;
|
|
||||||
registerServices?(services: ServiceContainer): void;
|
|
||||||
createSystems?(scene: IScene, context: SystemContext): void;
|
|
||||||
onSystemsCreated?(scene: IScene, context: SystemContext): void;
|
|
||||||
onInitialize?(): Promise<void>;
|
|
||||||
onDestroy?(): void;
|
|
||||||
}
|
|
||||||
|
|
||||||
export interface IPlugin {
|
|
||||||
readonly descriptor: PluginDescriptor;
|
|
||||||
readonly runtimeModule?: IRuntimeModule;
|
|
||||||
}
|
|
||||||
|
|
||||||
export class RuntimePluginManager {
|
export class RuntimePluginManager {
|
||||||
private _plugins = new Map<string, IPlugin>();
|
private _plugins = new Map<string, IPlugin>();
|
||||||
@@ -41,12 +15,12 @@ export class RuntimePluginManager {
|
|||||||
private _bInitialized = false;
|
private _bInitialized = false;
|
||||||
|
|
||||||
register(plugin: IPlugin): void {
|
register(plugin: IPlugin): void {
|
||||||
const id = plugin.descriptor.id;
|
const id = plugin.manifest.id;
|
||||||
if (this._plugins.has(id)) {
|
if (this._plugins.has(id)) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
this._plugins.set(id, plugin);
|
this._plugins.set(id, plugin);
|
||||||
if (plugin.descriptor.enabledByDefault !== false) {
|
if (plugin.manifest.defaultEnabled !== false) {
|
||||||
this._enabledPlugins.add(id);
|
this._enabledPlugins.add(id);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -68,9 +42,9 @@ export class RuntimePluginManager {
|
|||||||
for (const id of config.enabledPlugins) {
|
for (const id of config.enabledPlugins) {
|
||||||
this._enabledPlugins.add(id);
|
this._enabledPlugins.add(id);
|
||||||
}
|
}
|
||||||
// 始终启用引擎核心插件
|
// 始终启用引擎核心模块
|
||||||
for (const [id, plugin] of this._plugins) {
|
for (const [id, plugin] of this._plugins) {
|
||||||
if (plugin.descriptor.isEnginePlugin) {
|
if (plugin.manifest.isEngineModule) {
|
||||||
this._enabledPlugins.add(id);
|
this._enabledPlugins.add(id);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,7 +9,7 @@ import {
|
|||||||
runtimePluginManager,
|
runtimePluginManager,
|
||||||
type IPlugin,
|
type IPlugin,
|
||||||
type IRuntimeModule,
|
type IRuntimeModule,
|
||||||
type PluginDescriptor,
|
type ModuleManifest,
|
||||||
type SystemContext
|
type SystemContext
|
||||||
} from './PluginManager';
|
} from './PluginManager';
|
||||||
|
|
||||||
@@ -22,10 +22,10 @@ export interface RuntimeConfig {
|
|||||||
* 创建插件(简化工厂)
|
* 创建插件(简化工厂)
|
||||||
*/
|
*/
|
||||||
export function createPlugin(
|
export function createPlugin(
|
||||||
descriptor: PluginDescriptor,
|
manifest: ModuleManifest,
|
||||||
runtimeModule: IRuntimeModule
|
runtimeModule: IRuntimeModule
|
||||||
): IPlugin {
|
): IPlugin {
|
||||||
return { descriptor, runtimeModule };
|
return { manifest, runtimeModule };
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -44,7 +44,7 @@ export async function initializeRuntime(config?: RuntimeConfig): Promise<void> {
|
|||||||
runtimePluginManager.loadConfig({ enabledPlugins: config.enabledPlugins });
|
runtimePluginManager.loadConfig({ enabledPlugins: config.enabledPlugins });
|
||||||
} else {
|
} else {
|
||||||
for (const plugin of runtimePluginManager.getPlugins()) {
|
for (const plugin of runtimePluginManager.getPlugins()) {
|
||||||
runtimePluginManager.enable(plugin.descriptor.id);
|
runtimePluginManager.enable(plugin.manifest.id);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -2,7 +2,7 @@ export {
|
|||||||
RuntimePluginManager,
|
RuntimePluginManager,
|
||||||
runtimePluginManager,
|
runtimePluginManager,
|
||||||
type SystemContext,
|
type SystemContext,
|
||||||
type PluginDescriptor,
|
type ModuleManifest,
|
||||||
type IRuntimeModule,
|
type IRuntimeModule,
|
||||||
type IPlugin
|
type IPlugin
|
||||||
} from './PluginManager';
|
} from './PluginManager';
|
||||||
|
|||||||
Reference in New Issue
Block a user